TERANG : Jurnal Pengabdian Pada Masyarakat Menerangi Negeri
Vol 4 No 1 (2021): TERANG : Jurnal Pengabdian Pada Masyarakat Menerangi Negeri

Pemanfaatan Aplikasi Gamifikasi Wordwall Di Era Pandemi Covid-19 Untuk Meningkatkan Proses Pembelajaran Daring

Syahrizal Dwi Putra (Universitas Esa Unggul)
Diah Aryani (Universitas Esa Unggul)
Hani Dewi Ariessanti (Universitas Esa Unggul)



Article Info

Publish Date
04 Dec 2021

Abstract

Gamification applications for online learning are something that needs to be socialized at this time, especially during the pandemic to improve the learning process. SDIT Insan Rabbani / Integrated Islamic School (SIT) Insan Rabbani is an Islamic educational institution that is oriented towards character building for its students. To improve the online learning process in this pandemic era, the school wants to use the concept of gamification in the online learning process. Besides that, teachers also want ways to build school learning content that can increase student engagement for online learning, especially during the current pandemic. So the abdimas team provided a solution by offering counseling on the use of gamification using a wordwall. Wordwall was chosen so that teachers can easily understand the concept of gamification and create various quiz/evaluation templates that are owned by wordwall. The expected target is for teachers to understand concepts and use gamification to increase student involvement in the online learning process.

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Journal Info

Abbrev

terang

Publisher

Subject

Civil Engineering, Building, Construction & Architecture Computer Science & IT Control & Systems Engineering Education Mechanical Engineering

Description

TERANG: Jurnal Pengabdian pada Masyarakat Menerangi Negeri Journal is a Community Service Journal. TERANG is interpreted as an effort to illuminate the country in the field of engineering and community service. TERANG: Jurnal Pengabdian pada Masyarakat Menerangi Negeri is a journal managed by ...